Пример #1
0
        void BoneLurker(List <BoneTransform> locks, BoneTransform boneT, ref int index)
        {
            _bonesOrdered[index++] = boneT;
            locks.Remove(boneT);
            var query = from bone in _bones
                        where bone.Bone.ParentIndex == boneT.Bone.Index
                        select bone;

            foreach (var bone in query)
            {
                BoneLurker(locks, bone, ref index);
            }
        }
Пример #2
0
        public bool Initialize(BoneTransform[] arr, int id)
        {
            if (!arr[id].IsIK)
                return false;

            IK = arr[id];
            BoneIK iK = IK.Bone.IKData;

            IKLinksBones = new BoneTransform[iK.Links.Length];
            _fixAxis = new bool[iK.Links.Length];
            IKLinks = new IKLink[iK.Links.Length];
            ContainLimit = false;

            for (int i = 0; i < iK.Links.Length; i++)
            {
                if (arr.Length > iK.Links[i].Bone && arr.Length >= 0)
                {
                    IKLinks[i] = iK.Links[i];
                    IKLinksBones[i] = arr[iK.Links[i].Bone];
                    IKLinksBones[i].IsIKLink = true;
                    if (IKLinks[i].IsLimit)
                    {
                        ContainLimit = true;
                        IKLinks[i].NormalizeAngle();
                        IKLinks[i].NormalizeEulerAxis();
                        if (IKLinks[i].FixAxis == IKLink.FixAxisType.Fix)
                            _fixAxis[i] = true;
                    }
                }
            }

            LimitOnce = iK.AngleLimit;
            LoopCount = Math.Min(iK.LoopCount, 256);

            if (arr.Length > iK.Target && iK.Target >=0)
            {
                Target = arr[iK.Target];
                IK.IsIK = true;
                IsEnable = true;
                return true;
            }
            Target = null;
            return false;
        }
Пример #3
0
        void Initialize(Bone[] bones)
        {
            _bones = new BoneTransform[bones.Length];
            for (int i = 0; i < bones.Length; i++)
            {
                _bones[i] = new BoneTransform(bones[i]);
            }
            for (int i = 0; i < bones.Length; i++)
            {
                Bone boneData = bones[i];
                boneData.Index = i;
                BoneTransform boneTransform = _bones[i];
                if (boneData.ParentIndex < _bones.Length && boneData.ParentIndex >= 0)
                {
                    boneTransform.Parent = _bones[boneData.ParentIndex];
                }
                else
                {
                    boneTransform.Parent = null;
                }

                boneTransform.IsAddLocal     = boneData.IsAddLocal;
                boneTransform.IsRotateAdd    = boneData.InheritRotation;
                boneTransform.IsTranslateAdd = boneData.InheritTranslation;
                if (boneTransform.IsRotateAdd || boneTransform.IsTranslateAdd)
                {
                    if (_bones.Length > boneData.ParentInheritIndex)
                    {
                        boneTransform.AddParent = _bones[boneData.ParentInheritIndex];
                        boneTransform.AddRatio  = boneData.ParentInfluence;
                    }
                    else
                    {
                        boneTransform.AddParent = null;
                    }
                }

                if (boneData.IK)
                {
                    boneTransform.IsIK = true;
                    boneTransform.IK   = new IKResolver(_bones, i);

                    if (boneData.IKData != null)
                    {
                        bool isPhysicsAllLink = true;

                        /*
                         *              foreach (PmxIK.IKLink link in pmxBone2.IK.LinkList)
                         *              {
                         *                      if (!dictionary.ContainsKey(link.Bone))
                         *                      {
                         *                              isPhysicsAllLink = false;
                         *                              break;
                         *                      }
                         *              }
                         */
                        boneTransform.IK.IsPhysicsAllLink = isPhysicsAllLink;
                    }
                }
                _bones[i] = boneTransform;
            }
        }
Пример #4
0
        private void IKProc_Link(int linkNum, bool axis_lim = true)
        {   
            BoneTransform transformBone = IKLinksBones[linkNum];

            Vector3 linkPos = transformBone.GetTransformedBonePosition();
            Vector3 vectLinkTarget = linkPos - _targetPosition;
            vectLinkTarget.Normalize();
            Vector3 vectLinkIK = linkPos - _ikPosition;
            vectLinkIK.Normalize();

            Matrix4 matrixParent = (transformBone.Parent == null) ? Matrix4.Identity : transformBone.Parent.LocalMatrix;

            //matrix invertion
            matrixParent.M41 = (matrixParent.M42 = (matrixParent.M43 = 0f));
            Matrix4 matrix2 = Matrix4.Transpose(matrixParent);
            matrix2.M14 = (matrix2.M24 = (matrix2.M34 = 0f));
            //finding axis to rotate
            Vector3 axis = Vector3.Cross(vectLinkTarget, vectLinkIK);

            //converting axis to local space
            if (IKLinks[linkNum].IsLimit & axis_lim)
            {
                switch (IKLinks[linkNum].FixAxis)
                {
                    case IKLink.FixAxisType.None:
                        {
                            axis = Vector3.TransformNormal(axis, matrix2);
                            axis.Normalize();
                            break;
                        }
                    case IKLink.FixAxisType.X:
                        {
                            float num = Vector3.Dot(axis, new Vector3(matrixParent.M11, matrixParent.M12, matrixParent.M13));
                            axis.X = ((num >= 0f) ? 1 : -1);
                            axis.Y = (axis.Z = 0f);
                            break;
                        }
                    case IKLink.FixAxisType.Y:
                        {
                            float num = Vector3.Dot(axis, new Vector3(matrixParent.M21, matrixParent.M22, matrixParent.M23));
                            axis.Y = ((num >= 0f) ? 1 : -1);
                            axis.X = (axis.Z = 0f);
                            break;
                        }
                    case IKLink.FixAxisType.Z:
                        {
                            float num = Vector3.Dot(axis, new Vector3(matrixParent.M31, matrixParent.M32, matrixParent.M33));
                            axis.Z = ((num >= 0f) ? 1 : -1);
                            axis.X = (axis.Y = 0f);
                            break;
                        }
                }
            }
            else
            {
                axis = Vector3.TransformNormal(axis,matrix2);
                axis.Normalize();
            }

            float dot = Vector3.Dot(vectLinkTarget, vectLinkIK);
            if (dot > 1f)
            {
                dot = 1f;
            }
            else if (dot < -1f)
            {
                dot = -1f;
            }

            float angleTargetIK = (float)Math.Acos(dot);
            float angleMaxRotation = LimitOnce * (linkNum + 1);
            angleTargetIK = Math.Min(angleTargetIK, angleMaxRotation);

            //prevent paralel vectors error 
            if (angleTargetIK != 0 && !Single.IsNaN(axis.X))
                transformBone.IKRotation = Quaternion.FromAxisAngle(axis, angleTargetIK) * transformBone.IKRotation;
  
            
            if (IKLinks[linkNum].IsLimit)
            {
                Vector3 angle = Vector3.Zero;
                Matrix4 matrixIKRotation = Matrix4.CreateFromQuaternion(transformBone.LocalRotationForIKLink * transformBone.IKRotation);

                //limit angles from rotation matrix acording to rotation sequence
                switch (IKLinks[linkNum].Euler)
                {
                    case IKLink.EulerType.ZXY:
                        {
                            angle.X = (float)Math.Asin(-matrixIKRotation.M32);
                            if (Math.Abs(angle.X) > 1.535889f)
                            {
                                angle.X = ((angle.X < 0f) ? -1.535889f : 1.535889f);
                            }
                            angle.Y = (float)Math.Atan2(matrixIKRotation.M31, matrixIKRotation.M33);
                            angle.Z = (float)Math.Atan2(matrixIKRotation.M12, matrixIKRotation.M22);
                            LimitAngle(ref angle, linkNum, axis_lim);
                            transformBone.IKRotation = Quaternion.FromAxisAngle(Vector3.UnitY, angle.Y) * Quaternion.FromAxisAngle(Vector3.UnitX, angle.X) * Quaternion.FromAxisAngle(Vector3.UnitZ, angle.Z);
                            break;
                        }
                    case IKLink.EulerType.XYZ:
                        {
                            angle.Y = (float)Math.Asin(-matrixIKRotation.M13);
                            if (Math.Abs(angle.Y) > 1.535889f)
                            {
                                angle.Y = ((angle.Y < 0f) ? -1.535889f : 1.535889f);
                            }
                            angle.X = (float)Math.Atan2(matrixIKRotation.M23, matrixIKRotation.M33);
                            angle.Z = (float)Math.Atan2(matrixIKRotation.M12, matrixIKRotation.M11);
                            LimitAngle(ref angle, linkNum, axis_lim);
                            transformBone.IKRotation =  Quaternion.FromAxisAngle(Vector3.UnitZ, angle.Z) * Quaternion.FromAxisAngle(Vector3.UnitY, angle.Y) * Quaternion.FromAxisAngle(Vector3.UnitX, angle.X);
                            break;
                        }
                    case IKLink.EulerType.YZX:
                        {
                            angle.Z = (float)Math.Asin(-matrixIKRotation.M21);
                            if (Math.Abs(angle.Z) > 1.535889f)
                            {
                                angle.Z = ((angle.Z < 0f) ? -1.535889f : 1.535889f);
                            }
                            angle.X = (float)Math.Atan2(matrixIKRotation.M23, matrixIKRotation.M22);
                            angle.Y = (float)Math.Atan2(matrixIKRotation.M31, matrixIKRotation.M11);
                            LimitAngle(ref angle, linkNum, axis_lim);
                            transformBone.IKRotation = Quaternion.FromAxisAngle(Vector3.UnitX, angle.X) * Quaternion.FromAxisAngle(Vector3.UnitZ, angle.Z) * Quaternion.FromAxisAngle(Vector3.UnitY, angle.Y);
                            break;
                        }
                }
                transformBone.IKRotation = Quaternion.Invert(transformBone.LocalRotationForIKLink) * transformBone.IKRotation;
            }

            CalcBonePosition_Link(linkNum);
        }